package org.activision.content.combat;

import org.activision.model.Entity;

public class CombatHitDefinitions {

	public CombatHitDefinitions(Entity target, int weaponId, int maxDamage, boolean isSpecialOn, short [] bonuses,
			boolean meleeDeflectPray, boolean rangeDeflectPray,
			boolean protectPray,
			boolean soulSplitPray,
			boolean sapWarrior, boolean sapRanger, boolean sapSpirit,
			boolean leechAttack, boolean leechRanged, boolean leechDefence, boolean leechStrength,
			boolean turmoil) {
		this.setTarget(target);
		this.setWeaponId(weaponId);
		this.setMaxDamage(maxDamage);
		this.setSpecialOn(isSpecialOn);
		this.setBonuses(bonuses);
		this.setMeleeDeflectPray(meleeDeflectPray);
		this.setRangeDeflectPray(rangeDeflectPray);
		this.setProtectPray(protectPray);
		this.setSoulSplitPray(soulSplitPray);
		this.setSapWarrior(sapWarrior);
		this.setSapRanger(sapRanger);
		this.setSapSpirit(sapSpirit);
		this.setLeechAttack(leechAttack);
		this.setLeechRanged(leechRanged);
		this.setLeechDefence(leechDefence);
		this.setLeechStrength(leechStrength);
		this.setTurmoil(turmoil);
		
	}
	public void setTarget(Entity target) {
		this.target = target;
	}
	public Entity getTarget() {
		return target;
	}
	public void setWeaponId(int weaponId) {
		this.weaponId = weaponId;
	}
	public int getWeaponId() {
		return weaponId;
	}
	public void setMaxDamage(int maxDamage) {
		this.maxDamage = maxDamage;
	}
	public int getMaxDamage() {
		return maxDamage;
	}
	public void setMeleeDeflectPray(boolean meleeDeflectPray) {
		this.meleeDeflectPray = meleeDeflectPray;
	}
	public boolean isMeleeDeflectPray() {
		return meleeDeflectPray;
	}
	public void setRangeDeflectPray(boolean rangeDeflectPray) {
		this.rangeDeflectPray = rangeDeflectPray;
	}
	public boolean isRangeDeflectPray() {
		return rangeDeflectPray;
	}
	public void setProtectPray(boolean protectPray) {
		this.protectPray = protectPray;
	}
	public boolean isProtectPray() {
		return protectPray;
	}
	public void setSoulSplitPray(boolean soulSplitPray) {
		this.soulSplitPray = soulSplitPray;
	}
	public boolean isSoulSplitPray() {
		return soulSplitPray;
	}
	public void setSapWarrior(boolean sapWarrior) {
		this.sapWarrior = sapWarrior;
	}
	public boolean isSapWarrior() {
		return sapWarrior;
	}
	public void setSapRanger(boolean sapRanger) {
		this.sapRanger = sapRanger;
	}
	public boolean isSapRanger() {
		return sapRanger;
	}
	public void setSapSpirit(boolean sapSpirit) {
		this.sapSpirit = sapSpirit;
	}
	public boolean isSapSpirit() {
		return sapSpirit;
	}
	public void setLeechAttack(boolean leechAttack) {
		this.leechAttack = leechAttack;
	}
	public boolean isLeechAttack() {
		return leechAttack;
	}
	public void setLeechRanged(boolean leechRanged) {
		this.leechRanged = leechRanged;
	}
	public boolean isLeechRanged() {
		return leechRanged;
	}
	public void setLeechDefence(boolean leechDefence) {
		this.leechDefence = leechDefence;
	}
	public boolean isLeechDefence() {
		return leechDefence;
	}
	public void setLeechStrength(boolean leechStrength) {
		this.leechStrength = leechStrength;
	}
	public boolean isLeechStrength() {
		return leechStrength;
	}
	public void setTurmoil(boolean turmoil) {
		this.turmoil = turmoil;
	}
	public boolean isTurmoilPray() {
		return turmoil;
	}
	public void setSpecialOn(boolean isSpecialOn) {
		this.isSpecialOn = isSpecialOn;
	}
	public boolean isSpecialOn() {
		return isSpecialOn;
	}
	public void setBonuses(short [] bonuses) {
		this.bonuses = bonuses;
	}
	public short [] getBonuses() {
		return bonuses;
	}
	private Entity target;
	private int weaponId;
	private int maxDamage;
	private boolean isSpecialOn;
	private short [] bonuses;
	private boolean meleeDeflectPray;
	private boolean rangeDeflectPray;
	private boolean protectPray;
	private boolean soulSplitPray;
	private boolean sapWarrior;
	private boolean sapRanger;
	private boolean sapSpirit;
	private boolean leechAttack;
	private boolean leechRanged;
	private boolean leechDefence;
	private boolean leechStrength;
	private boolean turmoil;
}
